Tag: Sheridan College
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Spirits: Flashback Arcade
Flashback Arcade is designed as a world of its own, with easy access for the boss it drives combat while delivering a lot of unique atmosphere. The lighting of an almost all black room can be a hurdle. I needed to add a lot of lights, and that gave me a great opportunity to add…
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Spirits: Back Halls
The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine. The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time. Between TechnoShed and Lancelot Music is this store room. It holds…
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Spirits: Mill Lake Mall
To help the player keep their bearings I gave the mall several key guiding landmarks. The greenery and shadow guides the player away from the areas they shouldn’t be, our vibrant lighting elements keeps the focus on each store and the main gameplay areas. The introductory areas introduce the visual elements of the game and…
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Spirits: TechnoShed
TehcnoShed’s sign is based on a retro futuristic angular design style often used for mall electronics shops. Inside of TechnoShed we optimized the environment for gameplay. It’s a place where the player can hide and shoot unhindered until they got their bearings, or run out of TV’s. TechnoShed has a very wide and shallow layout…
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Spirits: Lancelot Music
We called on several classical record and asset stores to influence the style of our Lancelot Music. The record store provides a medium level of complexity: A few object types, lots of maneuvering room, and a bright and vibrant room to welcome the player. Roles: Environment Artist, Modeler, Texture Artist, Lighting, Technical Artist Lancelot Music…
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Spirits: Burger Royal
Burger royal is a throwback to classic 80’s Burger King Inside our retro furniture is on full display, as well as popular 80s carpeting and wall decoration. Part of designing Burger Royal was connecting it to the back room. By laying out the throwable assets we guided the player into the safety of our back…
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AAP-003 – Vissualization
Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.
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Block outs for feeling
It’s been 12 weeks since we started this semester, 8 weeks (approximately) of development towards our Alpha for Spirits. We got a block out early on, grey blocks that marked the space that would become our deserted mall. An early grey box of Spirits As an environment artist this was fun to make, but it…
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Sense of space
Our first Blockout of the level. Our second blockout focused on getting the ‘mall’ feeling’ and working out our metrics. This phase of our blockout was a coordinated effort to begin introducing the technology we need for our final product. Here I have introduced Cinemachine and Timeline to bridge cut-scenes and gameplay. We also converted…
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Tool highlight: Windows 10 Photos App
When trying to crop the concept render for the Void environment, I stumbled onto some new features for the windows image viewer. The viewer can haw add “3D” effects like muzzle flash and rain to an image, and saves it as an mp4. Here is an example made as a quick experiment to test the…
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Starting Spirits: New team, new game, new art!
Who am I? I’m Matthew, the environment artist with Open Door Games. I make 3D art and most of the supporting assets for the team. What are we making? We’re making a game called ‘Spirits’ its essentially a combat demo where we want our player to experience telekinesis and other mental powers. Where I am…